Fixed chest key issues.
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@@ -33,14 +33,16 @@ public class Chests extends Quest
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{
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// NPCs
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private static final int[] CHESTS =
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{// @formatter:off
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{
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// @formatter:off
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18265,18266,18267,18268,18269,18270,18271,18272,18273,18274,18275,
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18276,18277,18278,18279,18280,18281,18282,18283,18284,18285,18286,
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18287,18288,18289,18290,18291,18292,18293,18294,18295,18296,18297,
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18298,21671,21694,21717,21740,21763,21786,21801,21802,21803,21804,
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21805,21806,21807,21808,21809,21810,21811,21812,21813,21814,21815,
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21816,21817,21818,21819,21820,21821,21822
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}; // @formatter:on
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// @formatter:on
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};
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// Skill
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private static final int SKILL_DELUXE_KEY = 2229;
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// Misc
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@@ -64,13 +66,14 @@ public class Chests extends Quest
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// if this has already been interacted, no further ai decisions are needed
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// if it's the first interaction, check if this is a box or mimic
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final ChestInstance chest = (ChestInstance) npc;
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if (chest.isInteracted())
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if (!chest.isInteracted())
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{
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chest.setInteracted();
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if (Rnd.get(100) < IS_BOX)
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final boolean isDeluxeSkill = skill.getId() == SKILL_DELUXE_KEY;
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if ((Rnd.get(100) < IS_BOX) || isDeluxeSkill)
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{
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// if it's a box, either it will be successfully openned by a proper key, or instantly disappear
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if (skill.getId() == SKILL_DELUXE_KEY)
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// if it's a box, either it will be successfully opened by a proper key, or instantly disappear
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if (isDeluxeSkill)
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{
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// check the chance to open the box
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final int keyLevelNeeded = chest.getLevel() / 10;
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